|Aircraft:||Allied:||Eight Spitfire Vc (Trop)|
One Walrus II
Two FW 190A-4
Two Macchi C.202
One Reggiane 2001
Set Up: Place the Walrus in hex 2927, facing E, altitude 0.0, speed 0.0 (i.e. stationary on the water). Place the four Spitfire flight leads as follows:
Place the Spitfire counter in 2927, facing N. Roll the die, and rotate the counter this many facings clockwise. Roll the die and add 10, move it this many hexes forward, then rotate it 3 facings clockwise so that its right wing points back to 2927. If it is on a hexside, move it one hex to the right before rotating it.
Place the remaining Spitifres in formation parameters with their leads to form four flights of two. All Spitifres start at altitude 3.0, speed 5.0, banked level.
The Axis force enters anywhere along the North edge on Turn 1 at any desired altitude and bank angle, and any speed up to their maximum level speed.
Game Length: 20 Turns
Rules of Engagement:
1. Walrus Take-off: At the start of each turn, the Allied player rolls a die to see if the Walrus can take off. On a result less than the current turn number, Smith has been picked up and the Walrus may take off. It does not need to start engines or taxi, nor does it have gear to retract after take-off.
2. Walrus pre-take-off combat: The Walrus' DG is unmanned until Smith is picked up. Strafing the Walrus while it is on the water is subject to a +2 modifier due to its motion on the heavy swell.
3. Special Victory Conditions: All VP earned by shots taken at the Walrus while it is still on the water (i.e. for Criticals or for damage level) are worth double. If a Walrus crewman is Wounded/Killed, include Smith in the random selection. If Smith is killed the Axis wins automatically. Note that Smith has no parachute and can not bail out.
4. Pilot Quality: Generate the Spitfire pilots on the "Excellent" column, and the Axis pilots on the "Average" column. The Walrus pilot is a Regular. All Regular or better Italian pilots are automatically Gifted.
|Scenario List||Scenario 20|